I’m new to HDRP so I might be missing something super basic but I’ve been on this for a few days now without any luck.
I am trying to create some pre-render videos but I’m getting all sorts of what look like reflection artifacts.
Here are some screenshots
A = Sky dome somehow clipping through background objects, under foreground objects.
B = Gaps under objects when above the surface.
C & D = Odd shadows projecting down from the edge of the objects.
E = Reflecting/Shadows being clipped at edge of camera.
I suspect lots of them are related to one issue but I’m not sure where to look and I’ve now run out of ideas.
**Here are some of the project’s render options.
Note the project is currently using Unity 2020.2.2f1 but I did also upgrade a version of the project to Unity 6000.0.29f1 and was seeing the exact same artifacts.
All the materials are standard HDRP/Lit shaders.
Any suggestions or ideas on how to fix, very much appreciated.
they’re screen space reflection artifacts. if you want better reflections you’ll need to use raytracing, or just use blender or another 3d modeling package to do it if you don’t have an rtx card.
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As @POOKSHANK said, there’s inherent artifacts present in screen space reflection based on its implementation. This technique uses what’s on screen to render reflection so anything outside the view or behind another object will be missing, so by definition it’s incomplete.
You can fiddle with the parameters on the screen space reflection override to get rid of a few things depending on your performance budget but more importantly, you need a fallback for the missing information. If you setup a reflection probe, the screen space reflection technique will use the reflection probe data to complete its missing information (instead of the sky you currently have). It’ll need careful placement and setup but this is how it’s supposed to be used. SSR alone will have hole and you need something else to patch those holes.
The fallback hierarchy goes like this:
Hope that helps.
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In addition to the previous answers, you could also look at using a Planar Reflection Probe, since you seems to mostly have sharp reflections on the floor, this solution should give your good looking results without the need to go for raytracing.
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Hello, thank you for all the suggestions and advice.
Great suggestion @POOKSHANK, I recently upgraded from a GeForce GTX 1080 to a Nvidia GeForce RTX 4080 and did not realise this opened up the options to enable Ray Tracing! This is a game changer for me. All the artifacts are now fixed. Thank you.
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